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Tank Squad News

Development Status #50


[h2]Dear Tankers,[/h2]

Welcome to our 50th Development Status. You can see what we were working on in two weeks!

[h3]Infantry Squads[/h3]


We have changed the way units are spawned in scenarios from the prefab system to files that have a reference to a prefab or several prefabs. Up to now, it was the case that on a mission, opponents spread out on the map - their spawners had a direct reference to a specific prefab of a given unit or vehicle e.g. KV-1 or Soviet Infantry Rifleman.



[h3]Unit Data[/h3]

This change considerably simplifies and facilitates the further configuration of the spawners. From now on every spawner has a reference to a Unit Data or Squad Data file. In Unit Data we define basic information about the unit, such as equipment, i.e. what the unit will be equipped with, e.g. Mosin or MP 40, and references to a prefab or several prefabs, e.g. a rifleman. During the spawning process, a unit can be randomly spawned at a specific location, which makes the gameplay more interesting and varied.



[h3]Squad Data[/h3]

The Unit Data configuration files are part of the Squad Data files. This is nothing more than the ability to spawn a group of Unit Data in one place. For example, we want a group of infantry with specific combat characteristics or a group of medium tanks to appear at a specific location.



[h3]AI Improvements[/h3]

A well-balanced AI is a very important feature in Tank Squad because it can provide an immersive gaming experience. Last week we took another step toward achieving that goal. We created an implementation of a visual-based artificial intelligence (AI) system that detects the player from their point of view, using a camera rendering. This technique has more accuracy than traditional raycasting, because it also works with objects with no collisions, like dense grass or particles. The main concept behind this system is to use multiple cameras, each assigned to an enemy in the game. These cameras are then used to capture the game scene into textures and check whether the player is visible or not. The visibility percentage of the player is then calculated using a compute shader and stored in an array. It does this by loading the depth values, pixel by pixel, from two render textures and comparing them. If the condition is met, the counter buffer (that stores the number of visible pixels) is incremented. Division of counter value by a total number of pixels from input render texture gives us information on how much the player is visible in the current AI camera. It simulates a similar process, just like humans see objects with their eyes.

[h3]Tutorial Repair Scene [Environment][/h3]

Here’s the repair scene from the tutorial, where you’ll discover how to repair and prepare your tank for battle. Our Environment artists have managed to create the map with the utmost care to ensure that the tutorial flows smoothly for the player.

While progressing through the tutorial, the player can enjoy additional views.




[h3]Vehicle hierarchy/inheritance system[/h3]
We are implementing a standardization of how our vehicle work in the game. Previously each vehicle was its entity, without connection to other vehicles/tanks and their implementation. We are changing that so the most common features are implemented in “base“ vehicles, with each new feature presented in the following hierarchy:
  • *** Base Vehicle - with an engine, fuel tanks, and ability to get in but no wheels yet
  • --- Base Tracked Vehicle - all above + tracks and wheels that allow it to move
  • ++ Base Tracked with 1 Turret Vehicle - all above + a turret that can rotate
  • > PzKpfw VI Tiger Ausf. H1
  • > PzKpfw III Ausf. M
  • > PzKpfw IV Ausf. G/H
  • > T-34/76
  • > KV-1
  • ++ Base Half track
  • --- Base Wheeled Vehicle
  • ++ Base Motorcycle (2 wheels)
  • ++ Base Car (4 wheels)

All of this allows the implementation of further vehicles much faster and easier. Expect in the next dev status some results from this work with real tanks.

[h3]Core new features[/h3]

As we are approaching the demo festival in June we’ve decided to pause adding new features. Instead, based on intense internal playtesting, we add or enhance stuff that is the core of the gameplay, for instance:
  • Vehicle aiming be as smooth and easy as it can get (with some options to customize)
  • Vehicle driving and physics be as smooth and easy as it can get (as well, with some options to customize)
  • AI reacting to various situations and not be idle/static
  • Optimization

All this effort is to get a better core gameplay instead of adding new features endlessly. First get basic gameplay right, then extend it.

Thank you and have a good one!
DeGenerals



Development Status #49


[h2]Dear Tankers,[/h2]

Welcome to our 49th Development Status. You can see what we were working on in two weeks!

[h3]Environment on Tutorial Mission[/h3]
Ten months ago we started developing tools and workflow necessary to push our graphics fidelity forward. Environment artists have been working tirelessly to achieve high quality immersive scenery for Tank Squad.

The whole production pipeline was made from scratch, and all workflow necessities with tools were made with help of our programmers and designers. Every piece of map you will see is carefully designed, tested, and created manually.

Deep forest path

For today’s update, we want to show you the upcoming Tutorial Map, which will introduce players to the game mechanics we have, and how to operate with battle plans in the field.

Sunroots and wheat fields

[h3]T-70[/h3]

This time a new vehicle for the Soviet side. It is a T-70, a light tank that was used by the Red Army during World War II. This tank replaced the scout tank T-60 and infantry tank support T-50. T-70 is armed with a 45-mm L/46 gun and carrying forty-five rounds.

T-70 is also equipped with a coaxial 7.62mm DT machine gun. The tank was operated by a driver and a commander who loaded and fired the gun. Armour thickness on the turret front was 60 mm, turret sides, and rear: 35 mm, hull front, and sides: 45 mm, and roof and bottom: 10 mm.


[h3]Crater generator[/h3]

We made another new tool for Tank Squad, and it is called Crater Generator. As the name suggests, this technique is responsible for terrain deformation after explosions. Some readers may remember that a similar system is included in Tank Mechanic Simulator, where a crater generation process is involved for creating excavation places. Our experience collected last year allowed us to refine, redesign and optimize this algorithm. Now the whole stage of geometry and topology recalculation is done parallelly with GPU power. It means that simultaneously we can generate many craters at the same time - not just one - without a significant drop in performance. An interesting feature is that craters are fully procedural. It means they have thousands of various shapes, depending on random seed and input parameters. It is based on a mix of fractal noise and signed distance fields.

[h3]Steam Next Fest in June[/h3]
To prepare for the upcoming demo fest in June we are running an ever more intensive QA of our game. Last week's tests were an introduction to sending the build to our publisher QA team, to have the required recommendation for the demo fest.
The most important problems were:
  • low performance with many AIs at once
  • enemy AI not reacting correctly to our actions (being very static and shooting back only when shot upon)
  • AI is able to see through high grass/vegetation (when a player could not)

Every few weeks we will be running such tests to have the game as polished as it can be for the fest and then the Early Access version.

Thank you and have a good one!
DeGenerals



Development Status #48


[h2]Dear Tankers,[/h2]

Welcome to our 48th Development Status. You can see what we were working on in two weeks!

[h3]PzKpfw IV Ausf. G[/h3]

Another panzer from the family of German medium tanks. Not many changes between the F2 version. The right visor from the front of the turret has been removed, as well as the visors from the turret sides.

A rack for carrying spare road wheels on the left wing and hooks for attaching seven track links to the top plate at the front of the fuselage has been added.


[h3]Underwater System[/h3]
We created a system designed specifically for our game that enhances the player's experience when submerged in water. Our technique features a special post-processing graphics effect that simulates the feeling of being underwater. The effect alters the visuals of the game, with the ability to add a color tint, a blur, and distorted sounds, making the player feel as if they're truly underwater. The deeper the player stays submerged, the more intense the effect becomes.



[h3]Tutorial[/h3]
In the last two weeks, we designed a tutorial for Tank Squad consisting of two parts: repair station and battle. The tutorial aims to teach players only the essential mechanics and functions of the game, keeping it minimalistic and basic without unnecessary distractions. Tutorials are typically tedious, and players wish to complete them as soon as possible; therefore, we have designed them to be short and user-friendly. Players will learn additional cool mechanics as they progress through each mission. If a player wants to learn a specific mechanic in detail or remind themselves about it, there will be a menu with visual and text descriptions of each mechanic.

The repair station tutorial comprises nine steps:
  • Movement
  • Headquarters interaction
  • Spawning a tank
  • Checking the tank's status
  • Repairing the tank
  • Using the crane to place the engine in the tank
  • Using the wrench to fix broken parts
  • Placing the missing part
  • Starting the mission
The battle tutorial consists of eleven steps:
  • Battle map menu
  • Tank controls
  • Tank movement
  • Terrain surfaces
  • Destructible environment
  • Airstrikes
  • Repairs in battle
  • Shooting
  • Conquering objectives
  • Destroying objectives
  • Calling artillery

Completing the tutorial will take around 10-15 minutes.

Thank you and have a good one!
DeGenerals



Development Status #47


[h2]Dear Tankers,[/h2]

Welcome to our 47th Development Status. You can see what we were working on in two weeks!

[h3]PzKpfw IV Ausf. H[/h3]
This time, we are adding the PzKpfw IV Ausf. H to the rooster of playable vehicles. As always, our team worked hard to ensure that the PzKpfw IV Ausf. H is authentically recreated with detailed graphics.


[h3]Path Finding[/h3]
As we’re progressing with the game we are spotting more and more issues with various game modules. One such issue was found when the level design of the mission with codename C1M4. Tanks could not handle crossing narrow positions, blocked themselves, or tried to do impossible climbs on the trees/terrain around.
This week we’ve addressed this issue and the pathfinding works more stable and predictable. We want to have high performance system that will allow the AI to follow our orders or waypoints without bigger issues.
[previewyoutube][/previewyoutube]

[h3]Level Design[/h3]
We’ve been continuing to work on the level of forest (C1M4). It is going to be level, where a player will face mostly close distance combat. Unlike other levels, this level is going to have quite dense fog and some rainy weather. Players’ tanks will have to move through muddy and narrow roads. A player will be threatened by traps set by soviet infantry. We’ve been reading some memories of german tank commanders and what has caught our attention were stories about battles on roads through forests, which sometimes were so narrow that a destroyed tank would block them. We wanted to recreate that experience. That also means a more intense battle condensed in one place. Looking around each corner and moving slowly will be the best strategy to leave the forest alive.

[h3]Environment[/h3]


[h3]SFX[/h3]
We’re also progressing with sound design, last two weeks were spent on voice over design and in-game notifications from the crew about various situations.
Instead of voices, we would like to showcase the sound design for an off-map artillery barrage.

When the game calls the artillery barrage:

1. There will be a radio notification about it (but only if the radio in your vehicle is mounted and works, as well as if the radioman is alive).
2. There will be a distinct sound of artillery salvo, different for allied and enemy artillery, in the far distance.
3. After a few seconds, the shells drop, taking into account the distance to the listener.
[previewyoutube][/previewyoutube]

Thank you and have a good one!
DeGenerals



Development Status #46


[h2]Dear Tankers,[/h2]

Welcome to our 46th Development Status. You can see what we were working on in two weeks!

[h2]X-Ray[/h2]

In Tank Squad we’re going for realistic armor penetration and ballistics. This creates a problem, that more arcade approach has an easy answer to: how to show damage done to the enemy if that enemy is far away?

Most of the time the easiest answer is to just make a huge explosion that is very distinct and visible from far. Additionally, the tank/vehicle turns its main material to burned/wrecked which also adds to the visual effect. The last effect is mostly dense black smoke.

[previewyoutube][/previewyoutube]

Everything above is to tell the player that this enemy is no longer a threat. Without this effect or kill-feed, the player does not know if that target is knocked out or not (which is very realistic). Not until the crew bails out (if there is anyone alive to bail out) or the tank blows up/gets on fire as the effect of damage applied.

[previewyoutube][/previewyoutube]

We’ve obtained a license to an X-Ray system that in real time shows the damage done to the enemy (hit-cam) and damage done to us, the player (kill-cam). This, connected with a few other visual and sound effects should end up in players staying in control over the battle chaos.

[previewyoutube][/previewyoutube]

You can see it on these videos above. We are working on to implement this system to the Tank Squad now.

[h2]KV-1[/h2]


Today we want to show You the final model of the KV-1 which will be part of the Soviet armored forces. As You can see our tanks will have a full interior including engines and gearboxes.



At this stage, the model is optimized with Level Of Detail to assure better CPU and GPU performance. It is a heavy tank so be prepared for tough and massive battles against those metal beasts.





[h2]Environment[/h2]
For the last 2 months we have been working hard on the environment in Tank Squad. At this moment we are finishing work on C1M3, which is a typical Russian steppe. What we missed in previous iterations is the reduced number of vegetation. Thanks to the fact that every piece of terrain is hand-crafted by our artists, each place on the map has its own unique touch. Each mission and scene is prepared individually, the terrain's colors and special features are meant to reflect as much as possible the spirit of realistic places where armored battles were fought.

Below you can see some pictures from the C1M1, C1M2 and C1M3 maps!



[h2]Next Fest June 2023[/h2]

We are thrilled to announce that Tank Squad will be taking part in the upcoming Next Fest on Steam, which will take place in June of this year. This is a significant milestone for us, and we couldn't be more excited to share our demo with the world!

In the Tank Squad demo, you can expect one battle scene and one repair scene to get the full experience of the logistical approach and the battle itself.

We are incredibly proud of what we have achieved so far, and we can't wait to showcase our game to the world. Next Fest is a fantastic opportunity for us to connect with our community, receive feedback, and make the final tweaks before the EA release.

Thank you and have a good one!
DeGenerals